DC Contest - Time Trapper (test)
Posted 05/09/2007 at 15:15 by Rokk_Krinn
The following figure is a Colossal figure with multiple dials. Rules are given for both Scenario and Force play, as well as all three character dials and the special Chronal Manipulation dial.
The Time Trapper
THE TIME TRAPPER SCENARIO: END OF ERAS
Despite his initial good intentions, the Time Trapper's attempts to cement the multiverses timelines has led him to commit many a foul deed and it's time for others to try and wrest control of the chronal-verse from the Tyrant of Time's iron grip.
In this scenario, The Time Trapper is a cosmically powerful character not meant to be part of any player’s force; rather, The Time Trapper is a menace that must be defeated using these scenario rules. If the
players cannot defeat The Time Trapper, his control over all time is ensured and their fates are literally left in his hands but if they can defeat him, they can free him of his insanity, thus allowing him to redeem himself and save their timeline. The rules in this section apply to playing The Time Trapper in the Last Legionnaire scenario only.
The Dials
The Time Trapper has four dials: three combat dials and one Chronal Manipulation dial.
Combat Dials
Each dial is labeled with one of the host names, indicated in Table 1, below. The scenario is designed to be used starting on the Last Legionnaire combat dial (dial 3) but if you should choose to use a lesser dial, click the higher dials to their KO slots and begin with the dial of your choice. The dials are:
Points Mental Identity (Dial Name) Number of Dials
600 Rokk Krinn 1
1,200 The Lord of Entropy 2
1,800 The Last Legionnaire 3
Rokk Krinn - 600 pts First Appearance - Adventure Comics #247 The founder and first leader of the Legion of Super-Heroes, Krinn had watched the team throughout the years, eventually re-founding it after it fell in the late 30th century. Initially powerless during this time due to a war injury, Krinn had started regaining his magnetic powers shortly before being trapped in a library that contained the secrets of Time. Utilizing the knowledge he gained there, Krinn emerged with the fledgling powers of the Time Trapper. His 600 point version is still on good terms with the Legion but has started to master the powers of the Chronal-verse.
The Lord of Entropy - 1200 pts First Appearance - Adventure Comics #317 Millenia of trying to protect the Legion and the Chronal-verse eventually drove Krinn mad to the point where he became a despot of time, ruling from the end of all timelines, where Entropy had won. His constant manipulation of the chronal-verse and pocket universes led to the deaths of an uncountable number of beings, forcing the Legion to finally confront the Time Trapper on his home turf. This fully villainous version of the Time Trapper is represented by the 1200 point dial (using both the Lord of Entropy dial and the Rokk Krinn dial for combat).
The Last Legionnaire - 1800 pts It was towards the events of the Zero Hour that the Time Trapper began to regain his sanity and confronted his younger existing counterpart, teaching Krinn the secrets of Time. While still not in complete control of his faculties, the Time Trapper's powers were enough to save the Legion from being destroyed by Zero Hour, even as he sacrificed himself. Though much of his power was being diverted to ensure the integrity of the chronal-verse, the Time Trapper was still a formidable being as he made his final stand alongside his old allies and is represented by the 1800 point dial (using all three combat dials).
Dial Damage: Damage does not carry over from one combat dial to another. For example, in a battle against the Last Legionnaire, if The Time Trapper takes 3 damage from an attack —but it has only one click until all KOs appear — the “extra” 2 damage is not applied to The Time Trapper’s Lord of Entropy dial.
The Chronal Manipulation Dial
During Scenario play, the Time Trapper has access to a fourth dial - the Chronal Manipulation Dial. At the beginning of the game, a randomly determined player rolls one die and moves the Chronal Manipulation dial that many clicks. The power shown in the box for the Chronal Manipulation dial immediately takes affect. As play continues, after all players have completed their actions for a turn, the player to the left of the last turn's user of the Chronal Manipulation dial rolls a dice and clicks the dial to the appropriate position. Additionally, whenever the Time Trapper is attacked, after completion of the attack, the controller of the attacking figure also rolls a dice and clicks the Chronal Manipulation dial as directed whereupon the indicated power is used immediately. The powers of the Chronal Manipulation Dial are as follows:
Chronal Manipulation Dial
Black - Memory Erasal: The figure that last attacked the Time Trapper loses all powers on its' dial until the beginning of the next turn. If the figure was Soaring it is now considered Earthbound. If no figure attacked the Time Trapper in the previous turn, ignore this result.
Brown - Paradox: Roll a die - 1: Movement, 2-3: Attack, 4-5: Defense, 6: Damage. The resulting combat value is -2 on all dials except the Time Trapper's until the beginning of the next turn.
Dark Blue - Cutting a Timeline: The Time Trapper's current controller chooses a figure adjacent to the Time Trapper. Heal the Time Trapper a number of clicks equal to the damage the Time Trapper last took. The chosen adjacent figure is damaged an equal number of clicks. If the Time Trapper was not damaged in the turn prior to this one, ignore this result.
Dark Green - Chronal Storm: All opposing figures' ranges are halved until the beginning of next turn. Flying figures gain Earthbound until the beginning of the next turn. Movement values are -2 until the beginning of the next turn.
Grey - The Iron Curtain of Time The controller of the Time Trapper places 16 tiles of blocking terrain on the map. Each tile must be adjacent to at least two other tiles and may not be placed atop an opposing figure. The blocking terrain is removed at the beginning of the next turn.
Light Blue - Time Theft: The Time Trapper's controller chooses a figure that has been KO'd from this game and places it adjacent to the Time Trapper. Roll a die and place a number of Chronal Tokens next to the character; remove one of these tokens at the beginning of each turn and after the last token is removed, if the figure is still on the board, KO it. While the figure is on the board it can take actions as a normal figure - friendly to the Time Trapper (and, thus, controlled by the Time Trapper's controller for the turn) - at the beginning of each turn. If no figures have been KO'd yet this game, ignore this result.
Light Green - Fountain of Youth: Roll a die and subtact 2 (minimum result of 1). Heal the Time Trapper a number of clicks equal to the result. It may not heal past the starting dial.
Orange - Field of Entropy: All figures adjacent to the Time Trapper - friendly and opposing - each take one click of penetrating damage.
Purple - Time/Space Distortion: Roll a die and subtract 2 (minimum result of 2). All opposing figures are Knockbacked a number of squares equal to the result (direction of Knockback is chosen by the Time Trapper's current controller).
Red - Temporal Jaunt: Each figure other than the Time Trapper gains an Action token. Additionally, a figure with any other type of token (e.g.: Chronal token) gains one token of that type.
Yellow - Entropic Blast: Choose a line of fire from a point of the Time Trapper's base to the edge of the map. All opposing figures in that line of fire take 1d6 clicks of damage. This line of fire is not considered to be blocked or hindered by any terrain.
Combat Rules
Placement
The Time Trapper occupies 18 squares (a 6-square by 3-square area). Place the figure in the center of the battlefield. It is strongly suggested that the End of Time map - included with the Time Trapper - be used for the scenario.
Actions
The Time Trapper is not given action tokens when it takes an action. It may not gain Action tokens from usage of an opposing Feat, TA or Power.
Movement
The Time Trapper does not move unless it is KO'd, at which point it is removed from the map.
Team Ability
The Time Trapper possess two Team Abilities that are simultaneously in usage. The first TA - the Quintessance TA - has the same abilities for all versions. The second TA - the Master of Time TA - has different capabilities, depending on which dial the Time Trapper begins play.
*Master of Time TA - Rokk Krinn: Still closely connected to the Legion of Super-Heroes, the Time Trapper is considered to have all TA's of any friendly figures on its' force, including TA's that are not normally duplicatable.
*Master of Time TA - Lord of Entropy: Despite his attempts to protect the chronal-verse, the Time Trapper's stronghold at the End of Time has left him empowered by Entropy. Any figure that makes a successful attack on the Time Trapper takes one penetrating click of damage.
*Master of Time TA - The Last Legionnaire: Reunited with his long-time teammates, as well as having mastered the timestream, the Time Trapper is capable of calling upon the abilities of both allies and those of other individuals from within the chronal-verse. The Time Trapper is considered to have all TA's of any friendly figure on its' force, including TA's that are not normally duplicatable. Additionally, at the beginning of each turn, the controller of the Time Trapper can choose one of the following: 1) The Time Trapper duplicates an opposing figure's TA until the beginning of the next turn (including TA's that are not normally duplicatable) or 2) The Time Trapper may choose and use one Feat possessed by any figure in the battle until the beginning of the next turn; The Time Trapper does not need to meet the pre-requisities for the Feat and if the Feat can only be used once per game, upon the Time Trapper's usage of the Feat it is removed from the game, including from the character that originally possessed it.
Special - Any TA's duplicated by the Time Trapper that contradicts any of the Trapper's normal rules overrides the normal rule (e.g.: duplicating the Batman TA to gain Stealth, whereas normally terrain does not count as affecting line-of-fire to the Time Trapper, would enable the Time Trapper to count hindering terrain as blocing line-of-fire to the appropriate parts of its' dial; note that any part of the Time Trapper that still has a clear line of fire to it would not be considered Stealthed).
Combat
The Time Trapper attacks only when it takes damage. After the action that dealt The Time Trapper damage resolves and after usage of the Chronal Manipulation dial, The Time Trapper immediately takes an action, either a close combat, ranged combat, or power action. This action must target the character that damaged The Time Trapper in the previous action, but may target additional characters. The Time Trapper may take any free actions available to it when it takes an action. Whenever The Time Trapper takes an action, the player to the left of the player whose character damaged The Time Trapper - if the Time Trapper does not have an individual controller (e.g. - a judge running the scenario) rolls the dice and resolves the action to determine its effects, if any. In all other cases, the determination and resolution of The Time Trapper’s powers and actions is made by the player who rolled for the Chronal Manipulation dial at the beginning of the turn. The Time Trapper always uses any powers showing on its current combat dial to their greatest advantage, and it will always first use its powers and abilities in an attempt to damage an opposing character. If all players take a turn without attacking The Time Trapper, The Time Trapper is immediately given a free action to attack the nearest opposing character.
Close combat attacks. A close combat attack made by The Time Trapper targets each character adjacent to it. Make a single attack roll and compare the result to each adjacent character’s defense value. Damage dealt by The Time Trapper in the attack can be divided in any way among the targets successfully hit by the attack, but at least half of the damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit.
Ranged combat attacks. The Time Trapper’s range value and number of lightning bolts are determined by the combat dial currently being used. When The Time Trapper can target multiple characters with a
ranged combat attack and successfully hits multiple targets, damage dealt by The Time Trapper can be divided in any way among the targets successfully hit by the attack, but at least half the figure's damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit. The Time Trapper can attack and be attacked by grounded, hovering, and soaring characters. If a character is adjacent to The Time Trapper, The Time Trapper is adjacent to the character. The Time Trapper and soaring characters do not halve their range values when making ranged combat attacks against each other.
The Time Trapper is not affected by knockback.
The Time Trapper cannot capture or be captured.
Characters and terrain do not block or impose the hindering terrain modifier on lines of fire drawn to or from The Time Trapper. The Time Trapper may make a ranged combat attack against characters with which it is not adjacent even when The Time Trapper is adjacent to another character.
Powers and Abilities
The Time Trapper ignores Phasing/Teleport on its combat dials.
The Time Trapper ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers (though the Time Trapper may still duplicate those TA's).
The Time Trapper cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Time Trapper is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Time Trapper ignores that use of Perplex.
The Time Trapper ignores the Mystics team ability and all team abilities with similar effects.
When The Time Trapper uses Mind Control, it takes no damage due to the combined point values of successfully hit targets. When The Time Trapper uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (The Last Legionnaire: 3, The Lord of Entropy: 2, Rokk Krinn: 1).
Winning the Scenario
Players can attack other players’ characters in addition to The Time Trapper or any of the Time Trapper's teammates. The Time Trapper cannot be knocked out. When The Time Trapper's Rokk Krinn dial displays the KO symbol, the Time Trapper retreats into the chronal-verse, using the Iron Curtain of Time to block pursuit. It will not otherwise leave.
The player whose turn it is when The Time Trapper leaves the battlefield wins the scenario, and the game ends.
The Time Trapper as Part of a Force
There have been times when The Time Trapper has been an ally of others, whether it be villains like Glorith or his long-time friends, the Legion of Super-Heroes. The following rules allow you to play The Time Trapper as part of a force. The rules in this section apply to playing The Time Trapper as part of a force only.
The Dials
You do not have to use all The Time Trapper’s combat dials. The number of combat dials the player of The Time Trapper chooses to use determines its point value and mental identity in the game. If a combat dial is not being used in a battle, click that dial until only KO symbols appear and start at the dial of your choice. The Chronal Manipulation dial is not used when the Time Trapper is part of a force. The Time Trapper's TA's - both Quintessance and Master of Time - are the same as in the Scenario rules except that in the case of the Last Legionnaire dial, the choices made for usage of the Master of Time TA are made by the Time Trapper's controller.
Feats may not be assigned to the Time Trapper (though, as noted, if the Time Trapper started at the Last Legionnaire dial, it may access Feats from other characters).
Combat Rules
Placement
The Time Trapper occupies 18 squares (a 6-square by 3-square area). If the player’s starting area is not large enough to contain The Time Trapper then the Time Trapper may not enter play at the beginning of the game. Instead roll one die and subtract 2 (minimum result: 2) - this is the number of turns the Time Trapper must wait before entering the game (if the game ends prior to that turn, the opposing player does not gain any points for the Time Trapper). Once the beginning of that turn starts, the Time Trapper must be placed in the controller's starting area; any figures that would prevent the Time Trapper from entering the area are moved to the nearest adjacent square to the starting area. You must fit the Time Trapper into the initial starting area if at all possible (i.e. - you can not space out your other characters in such a way as to make it impossible to place the Time Trapper if they could be placed in a way that allows the Time Trapper to enter play at the beginning of the game).
Actions
The Time Trapper can be given only one action during its player’s turn. The Time Trapper can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to The Time Trapper when it already has two action tokens, do not mark it with another action token.
Movement
The Spectre moves using the standard flying rules. It cannot move through walls or blocking terrain, unless a power allows it to do so. It ignores the elevation change modifier, and it ends all move actions in the hovering flight mode. The Time Trapper ignores the effects of elevated terrain and hindering terrain for movement purposes, and when it ends a move, all parts of its base are considered to be in clear, grounded terrain (unless a power or duplicated TA counteracts this). The Time Trapper’s controller chooses any square adjacent to The Time Trapper to begin counting for movement purposes. The Time Trapper must end its movement so that all squares it occupies are squares to which it could have legally moved in the movement.
If The Time Trapper moves through or stops on an object (including object tokens, 3-D objects, and special objects), the object is destroyed. Replace it with a broken wall terrain marker.
The Time Trapper automatically breaks away from other characters. No break away involving The Time Trapper may deal damage to the Time Trapper.
The Time Trapper may not be carried.
Combat
The Time Trapper has 22 adjacent squares. It can attack and be attacked through any of them. The Time Trapper can make a ranged combat attack against any character in its range, even if that character is in an
adjacent square. If a character is adjacent to The Time Trapper, The Time Trapper is adjacent to that character. Characters do not block lines of fire drawn to or from The Time Trapper. The Time Trapper blocks line of fire
drawn to other characters. The Time Trapper may make a ranged combat attack against characters with which it is not adjacent even when The Time Trapper is adjacent to another character. The Time Trapper can attack and be attacked by characters that are grounded, on elevated terrain, or soaring as if they were on the same level. The Time Trapper and soaring characters do not halve their range values when making ranged combat attacks against each other.
The Time Trapper is not affected by knockback.
The Time Traper cannot capture or be captured.
Powers and Abilities
The Time Trapper has the Multiattack power.
The Time Trapper ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers (though the Time Trapper may still duplicate those TA's).
The Time Trapper cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Time Trapper is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Time Trapper ignores that use of Perplex.
The Time Trapper ignores the Mystics team ability and all team abilities with similar effects.
When The Time Trapper uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (The Last Legionnaire: 3, The Lord of Entropy: 2, Rokk Krinn: 1).
The Time Trapper
THE TIME TRAPPER SCENARIO: END OF ERAS
Despite his initial good intentions, the Time Trapper's attempts to cement the multiverses timelines has led him to commit many a foul deed and it's time for others to try and wrest control of the chronal-verse from the Tyrant of Time's iron grip.
In this scenario, The Time Trapper is a cosmically powerful character not meant to be part of any player’s force; rather, The Time Trapper is a menace that must be defeated using these scenario rules. If the
players cannot defeat The Time Trapper, his control over all time is ensured and their fates are literally left in his hands but if they can defeat him, they can free him of his insanity, thus allowing him to redeem himself and save their timeline. The rules in this section apply to playing The Time Trapper in the Last Legionnaire scenario only.
The Dials
The Time Trapper has four dials: three combat dials and one Chronal Manipulation dial.
Combat Dials
Each dial is labeled with one of the host names, indicated in Table 1, below. The scenario is designed to be used starting on the Last Legionnaire combat dial (dial 3) but if you should choose to use a lesser dial, click the higher dials to their KO slots and begin with the dial of your choice. The dials are:
Points Mental Identity (Dial Name) Number of Dials
600 Rokk Krinn 1
1,200 The Lord of Entropy 2
1,800 The Last Legionnaire 3
Rokk Krinn - 600 pts First Appearance - Adventure Comics #247 The founder and first leader of the Legion of Super-Heroes, Krinn had watched the team throughout the years, eventually re-founding it after it fell in the late 30th century. Initially powerless during this time due to a war injury, Krinn had started regaining his magnetic powers shortly before being trapped in a library that contained the secrets of Time. Utilizing the knowledge he gained there, Krinn emerged with the fledgling powers of the Time Trapper. His 600 point version is still on good terms with the Legion but has started to master the powers of the Chronal-verse.
The Lord of Entropy - 1200 pts First Appearance - Adventure Comics #317 Millenia of trying to protect the Legion and the Chronal-verse eventually drove Krinn mad to the point where he became a despot of time, ruling from the end of all timelines, where Entropy had won. His constant manipulation of the chronal-verse and pocket universes led to the deaths of an uncountable number of beings, forcing the Legion to finally confront the Time Trapper on his home turf. This fully villainous version of the Time Trapper is represented by the 1200 point dial (using both the Lord of Entropy dial and the Rokk Krinn dial for combat).
The Last Legionnaire - 1800 pts It was towards the events of the Zero Hour that the Time Trapper began to regain his sanity and confronted his younger existing counterpart, teaching Krinn the secrets of Time. While still not in complete control of his faculties, the Time Trapper's powers were enough to save the Legion from being destroyed by Zero Hour, even as he sacrificed himself. Though much of his power was being diverted to ensure the integrity of the chronal-verse, the Time Trapper was still a formidable being as he made his final stand alongside his old allies and is represented by the 1800 point dial (using all three combat dials).
Dial Damage: Damage does not carry over from one combat dial to another. For example, in a battle against the Last Legionnaire, if The Time Trapper takes 3 damage from an attack —but it has only one click until all KOs appear — the “extra” 2 damage is not applied to The Time Trapper’s Lord of Entropy dial.
The Chronal Manipulation Dial
During Scenario play, the Time Trapper has access to a fourth dial - the Chronal Manipulation Dial. At the beginning of the game, a randomly determined player rolls one die and moves the Chronal Manipulation dial that many clicks. The power shown in the box for the Chronal Manipulation dial immediately takes affect. As play continues, after all players have completed their actions for a turn, the player to the left of the last turn's user of the Chronal Manipulation dial rolls a dice and clicks the dial to the appropriate position. Additionally, whenever the Time Trapper is attacked, after completion of the attack, the controller of the attacking figure also rolls a dice and clicks the Chronal Manipulation dial as directed whereupon the indicated power is used immediately. The powers of the Chronal Manipulation Dial are as follows:
Chronal Manipulation Dial
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Black - Memory Erasal: The figure that last attacked the Time Trapper loses all powers on its' dial until the beginning of the next turn. If the figure was Soaring it is now considered Earthbound. If no figure attacked the Time Trapper in the previous turn, ignore this result.
Brown - Paradox: Roll a die - 1: Movement, 2-3: Attack, 4-5: Defense, 6: Damage. The resulting combat value is -2 on all dials except the Time Trapper's until the beginning of the next turn.
Dark Blue - Cutting a Timeline: The Time Trapper's current controller chooses a figure adjacent to the Time Trapper. Heal the Time Trapper a number of clicks equal to the damage the Time Trapper last took. The chosen adjacent figure is damaged an equal number of clicks. If the Time Trapper was not damaged in the turn prior to this one, ignore this result.
Dark Green - Chronal Storm: All opposing figures' ranges are halved until the beginning of next turn. Flying figures gain Earthbound until the beginning of the next turn. Movement values are -2 until the beginning of the next turn.
Grey - The Iron Curtain of Time The controller of the Time Trapper places 16 tiles of blocking terrain on the map. Each tile must be adjacent to at least two other tiles and may not be placed atop an opposing figure. The blocking terrain is removed at the beginning of the next turn.
Light Blue - Time Theft: The Time Trapper's controller chooses a figure that has been KO'd from this game and places it adjacent to the Time Trapper. Roll a die and place a number of Chronal Tokens next to the character; remove one of these tokens at the beginning of each turn and after the last token is removed, if the figure is still on the board, KO it. While the figure is on the board it can take actions as a normal figure - friendly to the Time Trapper (and, thus, controlled by the Time Trapper's controller for the turn) - at the beginning of each turn. If no figures have been KO'd yet this game, ignore this result.
Light Green - Fountain of Youth: Roll a die and subtact 2 (minimum result of 1). Heal the Time Trapper a number of clicks equal to the result. It may not heal past the starting dial.
Orange - Field of Entropy: All figures adjacent to the Time Trapper - friendly and opposing - each take one click of penetrating damage.
Purple - Time/Space Distortion: Roll a die and subtract 2 (minimum result of 2). All opposing figures are Knockbacked a number of squares equal to the result (direction of Knockback is chosen by the Time Trapper's current controller).
Red - Temporal Jaunt: Each figure other than the Time Trapper gains an Action token. Additionally, a figure with any other type of token (e.g.: Chronal token) gains one token of that type.
Yellow - Entropic Blast: Choose a line of fire from a point of the Time Trapper's base to the edge of the map. All opposing figures in that line of fire take 1d6 clicks of damage. This line of fire is not considered to be blocked or hindered by any terrain.
Combat Rules
Placement
The Time Trapper occupies 18 squares (a 6-square by 3-square area). Place the figure in the center of the battlefield. It is strongly suggested that the End of Time map - included with the Time Trapper - be used for the scenario.
Actions
The Time Trapper is not given action tokens when it takes an action. It may not gain Action tokens from usage of an opposing Feat, TA or Power.
Movement
The Time Trapper does not move unless it is KO'd, at which point it is removed from the map.
Team Ability
The Time Trapper possess two Team Abilities that are simultaneously in usage. The first TA - the Quintessance TA - has the same abilities for all versions. The second TA - the Master of Time TA - has different capabilities, depending on which dial the Time Trapper begins play.
*Master of Time TA - Rokk Krinn: Still closely connected to the Legion of Super-Heroes, the Time Trapper is considered to have all TA's of any friendly figures on its' force, including TA's that are not normally duplicatable.
*Master of Time TA - Lord of Entropy: Despite his attempts to protect the chronal-verse, the Time Trapper's stronghold at the End of Time has left him empowered by Entropy. Any figure that makes a successful attack on the Time Trapper takes one penetrating click of damage.
*Master of Time TA - The Last Legionnaire: Reunited with his long-time teammates, as well as having mastered the timestream, the Time Trapper is capable of calling upon the abilities of both allies and those of other individuals from within the chronal-verse. The Time Trapper is considered to have all TA's of any friendly figure on its' force, including TA's that are not normally duplicatable. Additionally, at the beginning of each turn, the controller of the Time Trapper can choose one of the following: 1) The Time Trapper duplicates an opposing figure's TA until the beginning of the next turn (including TA's that are not normally duplicatable) or 2) The Time Trapper may choose and use one Feat possessed by any figure in the battle until the beginning of the next turn; The Time Trapper does not need to meet the pre-requisities for the Feat and if the Feat can only be used once per game, upon the Time Trapper's usage of the Feat it is removed from the game, including from the character that originally possessed it.
Special - Any TA's duplicated by the Time Trapper that contradicts any of the Trapper's normal rules overrides the normal rule (e.g.: duplicating the Batman TA to gain Stealth, whereas normally terrain does not count as affecting line-of-fire to the Time Trapper, would enable the Time Trapper to count hindering terrain as blocing line-of-fire to the appropriate parts of its' dial; note that any part of the Time Trapper that still has a clear line of fire to it would not be considered Stealthed).
Combat
The Time Trapper attacks only when it takes damage. After the action that dealt The Time Trapper damage resolves and after usage of the Chronal Manipulation dial, The Time Trapper immediately takes an action, either a close combat, ranged combat, or power action. This action must target the character that damaged The Time Trapper in the previous action, but may target additional characters. The Time Trapper may take any free actions available to it when it takes an action. Whenever The Time Trapper takes an action, the player to the left of the player whose character damaged The Time Trapper - if the Time Trapper does not have an individual controller (e.g. - a judge running the scenario) rolls the dice and resolves the action to determine its effects, if any. In all other cases, the determination and resolution of The Time Trapper’s powers and actions is made by the player who rolled for the Chronal Manipulation dial at the beginning of the turn. The Time Trapper always uses any powers showing on its current combat dial to their greatest advantage, and it will always first use its powers and abilities in an attempt to damage an opposing character. If all players take a turn without attacking The Time Trapper, The Time Trapper is immediately given a free action to attack the nearest opposing character.
Close combat attacks. A close combat attack made by The Time Trapper targets each character adjacent to it. Make a single attack roll and compare the result to each adjacent character’s defense value. Damage dealt by The Time Trapper in the attack can be divided in any way among the targets successfully hit by the attack, but at least half of the damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit.
Ranged combat attacks. The Time Trapper’s range value and number of lightning bolts are determined by the combat dial currently being used. When The Time Trapper can target multiple characters with a
ranged combat attack and successfully hits multiple targets, damage dealt by The Time Trapper can be divided in any way among the targets successfully hit by the attack, but at least half the figure's damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit. The Time Trapper can attack and be attacked by grounded, hovering, and soaring characters. If a character is adjacent to The Time Trapper, The Time Trapper is adjacent to the character. The Time Trapper and soaring characters do not halve their range values when making ranged combat attacks against each other.
The Time Trapper is not affected by knockback.
The Time Trapper cannot capture or be captured.
Characters and terrain do not block or impose the hindering terrain modifier on lines of fire drawn to or from The Time Trapper. The Time Trapper may make a ranged combat attack against characters with which it is not adjacent even when The Time Trapper is adjacent to another character.
Powers and Abilities
The Time Trapper ignores Phasing/Teleport on its combat dials.
The Time Trapper ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers (though the Time Trapper may still duplicate those TA's).
The Time Trapper cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Time Trapper is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Time Trapper ignores that use of Perplex.
The Time Trapper ignores the Mystics team ability and all team abilities with similar effects.
When The Time Trapper uses Mind Control, it takes no damage due to the combined point values of successfully hit targets. When The Time Trapper uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (The Last Legionnaire: 3, The Lord of Entropy: 2, Rokk Krinn: 1).
Winning the Scenario
Players can attack other players’ characters in addition to The Time Trapper or any of the Time Trapper's teammates. The Time Trapper cannot be knocked out. When The Time Trapper's Rokk Krinn dial displays the KO symbol, the Time Trapper retreats into the chronal-verse, using the Iron Curtain of Time to block pursuit. It will not otherwise leave.
The player whose turn it is when The Time Trapper leaves the battlefield wins the scenario, and the game ends.
The Time Trapper as Part of a Force
There have been times when The Time Trapper has been an ally of others, whether it be villains like Glorith or his long-time friends, the Legion of Super-Heroes. The following rules allow you to play The Time Trapper as part of a force. The rules in this section apply to playing The Time Trapper as part of a force only.
The Dials
You do not have to use all The Time Trapper’s combat dials. The number of combat dials the player of The Time Trapper chooses to use determines its point value and mental identity in the game. If a combat dial is not being used in a battle, click that dial until only KO symbols appear and start at the dial of your choice. The Chronal Manipulation dial is not used when the Time Trapper is part of a force. The Time Trapper's TA's - both Quintessance and Master of Time - are the same as in the Scenario rules except that in the case of the Last Legionnaire dial, the choices made for usage of the Master of Time TA are made by the Time Trapper's controller.
Feats may not be assigned to the Time Trapper (though, as noted, if the Time Trapper started at the Last Legionnaire dial, it may access Feats from other characters).
Combat Rules
Placement
The Time Trapper occupies 18 squares (a 6-square by 3-square area). If the player’s starting area is not large enough to contain The Time Trapper then the Time Trapper may not enter play at the beginning of the game. Instead roll one die and subtract 2 (minimum result: 2) - this is the number of turns the Time Trapper must wait before entering the game (if the game ends prior to that turn, the opposing player does not gain any points for the Time Trapper). Once the beginning of that turn starts, the Time Trapper must be placed in the controller's starting area; any figures that would prevent the Time Trapper from entering the area are moved to the nearest adjacent square to the starting area. You must fit the Time Trapper into the initial starting area if at all possible (i.e. - you can not space out your other characters in such a way as to make it impossible to place the Time Trapper if they could be placed in a way that allows the Time Trapper to enter play at the beginning of the game).
Actions
The Time Trapper can be given only one action during its player’s turn. The Time Trapper can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to The Time Trapper when it already has two action tokens, do not mark it with another action token.
Movement
The Spectre moves using the standard flying rules. It cannot move through walls or blocking terrain, unless a power allows it to do so. It ignores the elevation change modifier, and it ends all move actions in the hovering flight mode. The Time Trapper ignores the effects of elevated terrain and hindering terrain for movement purposes, and when it ends a move, all parts of its base are considered to be in clear, grounded terrain (unless a power or duplicated TA counteracts this). The Time Trapper’s controller chooses any square adjacent to The Time Trapper to begin counting for movement purposes. The Time Trapper must end its movement so that all squares it occupies are squares to which it could have legally moved in the movement.
If The Time Trapper moves through or stops on an object (including object tokens, 3-D objects, and special objects), the object is destroyed. Replace it with a broken wall terrain marker.
The Time Trapper automatically breaks away from other characters. No break away involving The Time Trapper may deal damage to the Time Trapper.
The Time Trapper may not be carried.
Combat
The Time Trapper has 22 adjacent squares. It can attack and be attacked through any of them. The Time Trapper can make a ranged combat attack against any character in its range, even if that character is in an
adjacent square. If a character is adjacent to The Time Trapper, The Time Trapper is adjacent to that character. Characters do not block lines of fire drawn to or from The Time Trapper. The Time Trapper blocks line of fire
drawn to other characters. The Time Trapper may make a ranged combat attack against characters with which it is not adjacent even when The Time Trapper is adjacent to another character. The Time Trapper can attack and be attacked by characters that are grounded, on elevated terrain, or soaring as if they were on the same level. The Time Trapper and soaring characters do not halve their range values when making ranged combat attacks against each other.
The Time Trapper is not affected by knockback.
The Time Traper cannot capture or be captured.
Powers and Abilities
The Time Trapper has the Multiattack power.
The Time Trapper ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers (though the Time Trapper may still duplicate those TA's).
The Time Trapper cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Time Trapper is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Time Trapper ignores that use of Perplex.
The Time Trapper ignores the Mystics team ability and all team abilities with similar effects.
When The Time Trapper uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (The Last Legionnaire: 3, The Lord of Entropy: 2, Rokk Krinn: 1).
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